Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

Ver estadísticas:
Heaphaistos 9 FEB a las 3:27 p. m.
2
Suggestions to improve the game
First, I want to say that patch 1.0.9 is a good step in the right direction and that made me hopeful for the game. This post is not about what is strong, weak, or balanced but about the feeling of playing the game. One big part of this feeling comes from the character controls, the controls are way too rigid and clunky.
So here are some issues that I believe need to be fixed or changed:

- GLOBAL -
(Friendly hitbox) I don't think having a collision with your allies is necessary. The issue is when you play a ranged hero if your ally walks between you and your target while you are shooting, they're going to block all your projectiles/Abilities due to collision. You can also block sentinel projectiles if you stand close to them.

(No key input queues) The issue is when you try to use an ability and primary attack afterward, For example: If I'm holding primary fire while using X abilities, the primary fire should start as soon as the ability ends instead of my hero standing still and doing nothing. I don't like that I have to know exactly when the ability/animation ends to start pressing the primary fire. Abilities affected: pretty much everything.

(Placement Ability, can't jump) For some reason, you can't jump when you try to place some ability which I think is a bad feeling on the overall control, since you can jump when you try to place a trap. Abilities affected: Rift Orb, Treat Time, Summon Bartholomew, and Calling Stone.

(Camera locked for melee) All melee heroes can't fully look up in the air, the camera is locked at some point and it's tedious when you try to place ceiling traps.

(Reload) I wish I could use any ability to cancel my reload if needed. So when I need to react to a situation I can choose to cut my reload or wait for it to end.

(Movement on huge map) My issue with this is the fact that maps are huge and moving around the map can take a while. Increasing the sprint speed by a lot or maybe bringing back the Speed Pad from OMDU could help fix the slow feeling.

(pick up Range) Add a magnet to pickup, a lot of time I walk right on the pickup, and for some reason, they don't detect my collision with them.


- HEROES -
Vaan
(Primary Fire) My only complaint about the primary fire is the fact that the spread is so damn ridiculous, it doesn't feels nice.

(Charge Beam) I know that the purpose of the slow camera/aim and root is to create the illusion of a powerful beam, but it is not enjoyable. Allow us to move/jump at a slower paste while using the beam and allow us to cast the skill mid-air. (I jump a lot and it's stupid that I have to wait to be on the ground to use a skill)


Wren
(Trait) Give us the option to press Primary Fire or R to activate the perfect reload.


Harlow
(Wind Blast) Allow us to use it while airborne, it's weird that I have to wait to be on the ground to use this ability. Reduce the animation time, and even better make it knock back Harlow while she uses it in the air, so she can have a small vertical/horizontal mobility.

(Treat Time) I hate that you are hard-rooted when you cast Treat Time. Allow us to move when we cast the ability and let Henry fly to his selected position.
Also, Henry will try to attack orcs behind walls sometimes.


Mac
(Primary Fire) I understand that he's supposed to be a sniper and you only want to use Zoom, but the amount of spread on his basic primary fire is again ridiculous and not fun to use when you need to use it.

(Zoom) Give us this option to adjust the zoom in play, right now the zoom is way too insane. Compared to other shooter games the zoom feels really, really weird! Maybe add a lens effect, I don't know about this one. Also, make the zoom change his projectiles into a hit scan, right now you always need to aim just a little bit higher to make sure you hit the head, it's not intuitive.


Kalos
(Primary Fire) The big issue is the implemented dash doesn't check for verticality. If you jump and chain it with an attack you will dash right over your target and keep attacking the air. Additionally, I believe increasing the dash range, even more, is a good idea and please add a small indicator to show us when we are in the range of a target to enable the dash.

(Slam Jump) I wish I could use the ability while jumping, to enable more higher jump/dive. Another issue with this ability is the combo part, he can't use it in the air. Change it so that when he uses his combo in the air he slams all targets downward with him. Also, his Slam Jump icon should change to a different icon when he can combo.
Another issue with his jump is the lack of airborne control, increase the control while in the air so we can land where we want. The airborne control isn't that bad but it's not great.


Sophie
(Primary Fire) Same melee issue

(Knife Throw) Her icon should change when she combos with her primary fire.

(Shadow Form) She stops while casting this ability on the ground only, it breaks the momentum illusion/feeling. Remove the root on cast.

(Summon Bartholomew) I don't understand why she needs to put down a tombstone to summon it, instead make the summon happen when she presses the key. Also while Bartholomew is up give us the option to assign it to a target or an area.


Maximilian
(Primary Fire) The issue is when you try to double jump while holding primary fire, sometimes he stops attacking. Also not a big fan of the spread on his weapon.

(Nade Spam) Can't use it while airborne, and you can't move while using it, it feels clunky.

(Unchained Bladestaff) You can't cast this ability mid-air.
(Primary Fire Bladestaff ) Same melee issue
(Ground Slam) Can't use it while airborne. (Same issue as Kalos)
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Mostrando 1-15 de 17 comentarios
TestingBay. 9 FEB a las 5:17 p. m. 
Large maps, movement,reload and ability clunkiness.. were all mentioned several times since the first playtest. They're intended features that the devs were confident in.
Heaphaistos 9 FEB a las 5:40 p. m. 
The devs were also really confident in keeping 16 barricades at first and believed in threads to increase the number of barricades... That was badly received by the players and if we look at the last patches, devs went back on their words.

In the end, I think it was the right call from them to change this. It's never too late to change something that doesn't feel right or is not enjoyable for the player.
TestingBay. 9 FEB a las 5:56 p. m. 
Most people have finished the game already. So it's probably too late to change existing reviews and impressions, but I guess only the devs/CEO can decide if other aspects of the 'gameplay feel' are worth changing before another promotional push.

I'd much rather a new flagship OMDU sequel game than an attempt to fix a roguelite spin-off which unfortunately didn't launch very well :(
People have been asking for it for over 5 years so the demand still hasn't died. This was a shot in the dark, a gamble on a modern gaming trend when the popular demand is in the complete opposite direction. I.e The biggest profit titles are still fantasy roleplaying narrative campaigns (that aren't riddled with ideological preaching).

Imagine an OMDU standard of design, art and character quality with the level of detail and storytelling of a singleplayer fantasy RPG, then add whatever latest game engine bells-and-whistles modern tech offers.. like immersive 3D lighting and perfect-physics raindrops or whatever haha..
I would totally forget all about OMDD at that point.
The doctor is in 9 FEB a las 11:14 p. m. 
allow us to pick the map to play on

endless mode

omd 1/2/3/u dlcs
Última edición por The doctor is in; 9 FEB a las 11:15 p. m.
[BearCatAi]Joey 10 FEB a las 2:31 a. m. 
I definitely would love hitscan zoom shots on Mac.
Also OP you should also suggest stuff in the discord aswell. The devs are pretty responsive there, though they do read here too.
Ben.Wasden 10 FEB a las 5:43 a. m. 
I love this games unique traps. I love the organic traps and in particular the Briar Patch. It has such an interesting mechanic, slowly growing and covering huge area's. My mission no longer is protecting the crystal, its about growing this defence! lol.

Seriously though I hope we can get more unique traps, I would love some kind of plant that has little minions (like bee's) that go out and attack targets in an AOE range around it. What about man eating plants like large venus fly traps? Poison arrow balistas or fire bolts? We need more magic themed traps for sure. I think another really unique trap would be to have a trap that spawns defenders or minions of some sort, similar to the Summoner from Dungeon Defenders but more like Kingdom Rush. How freaking awesome and unique would that be? 3D kingdom rush style traps? I would love a graveyard that as enemies die, friendly skeletons spawn and stay around that trap to help defend against the next wave.... awesome!
Heaphaistos 11 FEB a las 1:08 p. m. 
I found more issues:

Mac
(Reload) You can`t stay in zoom mode when reloading, it would be nice to have an option to stay zoomed.
(Gravity Lift) Would be nice to have a key to descend faster from the air. The issue is when you need to move to another location fast and you are using the lift, you have to wait all the way down to start running.

Wren
(Primary Fire) Not sure if this is a bug but her second strike animation from her Primary Fire has a little weird offset which depending on your angle with your target your second strike will go behind the target instead of going on the target.
DUKAPb 11 FEB a las 4:15 p. m. 
Add campaign mode where are list of all maps, as always. Without random perks, just static.
Add challenge "5 skull" for each mission in the campaign mode.
Add leaderboards for campaign mode.
Add more effects (like arcane, bleed and stun) to traps, for higher combo.
Add more HARD achievements (goals) based on skill, not on farming.
Add amulets.
And give the opportunity to remove 2 and 3 slots to the end.
Silver 12 FEB a las 1:36 p. m. 
The Ice Orcs could use a small adjustment nerf. Currently they reduce damage by a huge margin for almost the entire map (I think it's approx 90% damage reduction), an adjustment down to a smaller damage reduction with a smaller radius would help. Also the fact they shield themselves also makes them really hard to burst down. One ice orc on 2x skull difficulty can cost you rift points, 2 ice orcs in a wave on max difficulty and you're probably dead.
Última edición por Silver; 12 FEB a las 1:58 p. m.
codeorange 12 FEB a las 4:00 p. m. 
This game is chaos management. It's all about you managing bunch of different variables and learning to deal with the chaos efficiently and effectively. It might seem rough, but you do get better at handling it.

And like, a bunch of your complaints are you saying the game should be easier, or let you get away with things. The game really punishes you for making bad plays and not understanding it's systems. Yeah it's annoying to not be able to use skills on reload, but like, just pay attention to your ammo count, stop firing into a crowd haphazardly without any thoughts.

It's harder than it sounds ofc, esp when there's like 6 other things you've gotta manage but it's worth it because you find out interesting tech like on Vaan where you use your RMB right before you run out of ammo to keep attacking.
Última edición por codeorange; 12 FEB a las 4:01 p. m.
Heaphaistos 12 FEB a las 5:01 p. m. 
My issues are not related to difficulty at all, I found the game pretty easy right now. My complaints are about the character controls and how clunky they are. If you are saying that fixing the clunkiness of the controls would make the game easier then this is a huge design flaw in my opinion. Difficulty should always come from other sources...

Also, it's not like there is a learning curve because of how hard a hero is. All heroes are pretty simple to learn but the controls are really weird for a 2025 game. The main problem with learning a hero in this game is that rather than learning special combos or techniques, you learn how to deal with how rigid your controls are because you don't want to be stuck in an unwanted situation. Even OMD3 had a better feeling when playing.
codeorange 12 FEB a las 5:02 p. m. 
gonna roast you now rn ngl

(Friendly hitbox) - Stop standing in front of your allies. Pay attention to your positioning

(No key input queues) "I don't like that I have to know" really now

(Placement Ability, can't jump) Jump beforehand before toggling the ability to be placed. Or cancel the ability to jump And like, the game just isn't designed around you placing these abilities in the air. What are you talking about.

(Camera locked for melee) "All melee heroes can't fully look up in the air" Oh huh, didn't realise taht.

(Reload) "I wish I could use any ability to cancel my reload if needed. So when I need to react to a situation I can choose to cut my reload or wait for it to end."

Yeah it's annoying, but it's like get punished for being greedy and reloading when it's not safe. It's a mechanic that's on par with tactical shooters like

(Movement on huge map) "My issue with this is the fact that maps are huge and moving around the map can take a while. Increasing the sprint speed by a lot or maybe bringing back the Speed Pad from OMDU could help fix the slow feeling."

That's fair, all I can say is play the guys, they all have movement tech (esp Kalos my beloved); don't play any of the girls lol.

(pick up Range) "Add a magnet to pickup, a lot of time I walk right on the pickup, and for some reason, they don't detect my collision with them."

That would be a nice thread to get. But uh, is that a lag issue? I only play solo and this hasn't been a problem for me. Well, outside of me getting greedy and trying to grab a potion or coin when I'm not supposed to.


- HEROES -
Vaan
(Primary Fire) The spread being bad is there to encourage you to attack up close. Once you learn the orc's ai and get better at movement to avoid their attacks, being up close becomes less of an issue for ranged characters.

(Charge Beam) "I know that the purpose of the slow camera/aim and root is to create the illusion of a powerful beam, but it is not enjoyable. Allow us to move/jump at a slower paste while using the beam and allow us to cast the skill mid-air. (I jump a lot and it's stupid that I have to wait to be on the ground to use a skill)"

It's not just an illusion, it's an important mechanic where you lock yourself into committing to an accurate, piercing beam that slows all enemies it hits in exchange for not being able to cancel out of it. It's a good move that really requires you to know your positioning before you use it. And being able to jump attack with it will let you cheese your way out of this, while making it worse for lining up pierce angles ngl.

Also this is the complimentary move that has the accuracy that his primary fire lacks.


Wren
She's boring to me ngl so I haven't played her much lol.


Harlow
(Wind Blast) "Allow us to use it while airborne, it's weird that I have to wait to be on the ground to use this ability. Reduce the animation time"

You've gotta know to use it in advance. It's a strong cc move to disable dangerous small units, not a parry. Which like, maybe they should put a parry in the game for future characters, would be fun.

"and even better make it knock back Harlow while she uses it in the air, so she can have a small vertical/horizontal mobility."

This would be sick, maybe as a thread but a core part of her kit is using Treat Time to cover an area that you're not in. She technically doesn't need that extra movement, and if anything it'll make treat time that much less viable over just keeping Henry by your side lol. Would be nice for a new character for sure lol.

(Treat Time) "I hate that you are hard-rooted when you cast Treat Time."

You're supposed to use it in advance. It's not even that strong of an ult tbh, since Henry is already good on his own without ult (and because it's fire collides with ceilings, which makes it garbo in certain places on certain maps PLEASE for the love of god devs make his projectile travel through the environment). The main purpose is for him to cover a spot while you go off to take care of something else.


Mac
(Primary Fire)"but the amount of spread on his basic primary fire is again ridiculous"

Again, the spread issues on ranged heroes's primary fire is solved by getting up close and personal.

(Zoom) "Give us this option to adjust the zoom in play, right now the zoom is way too insane. Compared to other shooter games the zoom feels really, really weird! Maybe add a lens effect, I don't know about this one. Also, make the zoom change his projectiles into a hit scan, right now you always need to aim just a little bit higher to make sure you hit the head, it's not intuitive."

Make him easier, make it so that you don't have to lead shots so that you're able to score kills. Or like get better at aiming lol i dunno. Maybe the second sniper character can have hitscan, or make faster projectiles a thread ig. The headshot hitbox is already real generous imo, and you can make the hurtbox for his shots even bigger if you get the one thread for it.


Kalos
(Primary Fire)"The big issue is the implemented dash doesn't check for verticality."

I get it. But you don't need to jump attack on melees, their hurtbox is already VERY tall and flyers are just glorified ground units in this game.

"Additionally, I believe increasing the dash range, even more"

They already did, in a patch. he's in a good place now. Making it further will reduce his functionality as he gets magnetised to things he doesn't want to be attacking.

"please add a small indicator to show us when we are in the range of a target to enable the dash."

You will get a feel for it, it's fine. Just think of it as "slightly longer than right in front of you at the very least".

(Slam Jump)"Also, his Slam Jump icon should change to a different icon when he can combo."

An advanced piece of tech in this game is learning to time single hits on enemies to keep them staggered on your traps without filling their enrage meter. Seeing the icon flicker from one piece of art to another every time you do this will get really ♥♥♥♥♥♥♥ tiresome really quickly.

I hope to god the devs do not listen to your feedback on this.

Like I get it, it's annoying to accidentally combo into the wrong move if you forget to let go of LMB for a bit but like reloading not being cancelable by skills, it's just something you've gotta adapt to.

"Another issue with his jump is the lack of airborne control, increase the control while in the air so we can land where we want. The airborne control isn't that bad but it's not great."

The lack of control is good, it makes the ability feel impactful and weighty. And it's not like there's absolutely no control, you just haven't discovered the tech yet to reliably get 1 of 3 ranges. You've gotta hold down a direction to influence the momentum (in order of longest to shortest: Hold forward; hold no direction; hold backwards).

"Change it so that when he uses his combo in the air he slams all targets downward with him."

Yeah that'll be pretty sick ngl. A big setback with the melee characters, particularly Kalos is that their kits start off real well defined so there's not much room in developing them outside of adding numbers to them. Adding threads that give them new moves to combo into will make their upgrades more interesting for sure.


Sophie

(Summon Bartholomew) "I don't understand why she needs to put down a tombstone to summon it, instead make the summon happen when she presses the key. Also while Bartholomew is up give us the option to assign it to a target or an area."

I assume the placement is so you can reliably summon him in front of a dangerous unit you want him to draw aggro from. And yeah, using Z to direct him again would be nice, but I would rather it be used to desummon him (he sucks I hate how he won't shut the ♥♥♥♥ up in between rounds).


I haven't played Max much yet, dunno what to say about him.
Heaphaistos 13 FEB a las 10:46 a. m. 
I think you don't understand some of my criticism or you didn't test it at all.

(Friendly hitbox)
"Stop Standing in front of your allies, Pay attention to your positioning"

You said you only play solo, meaning you don't understand the clunkiness of the situation. I can't control my ally's movement. The fact that I can throw an ability and it bounces off my ally's hitbox is bad gameplay design.
Let me give an example: I play Harlow, my friend plays Kalos, and we are in a tight corridor (because kill box), i shoot my pretty light ability, but Kalos jumps in front of me with his ability. The result: my ability bounces to oblivion ending idk where. Sure I can reposition myself somewhere with a better angle losing time, but all of my allies can also reposition unpredictably, which again forces me to move to a better angle and waste time and efficiency at the end. In the end, most of the time you end up fighting with other players to have the better angle.

(No key input queues)
"Really now"

Unnecessary and you bring no interesting argument with that.

(Placement Ability, can't jump)
"Jump beforehand before toggling the ability to be placed. Or cancel the ability to jump And like, the game just isn't designed around you placing these abilities in the air. What are you talking about."

So what you are saying there is: "Learn to deal with the weird/clunky control"? In case you didn't know you can jump on wall traps, allowing you to use these abilities in the air for personal/unique gameplay. Locking the jump because "the game just isn't designed around you placing these abilities in the air" is a really lazy way to implement it, instead allows us to jump but makes the ability not usable if this is intended. Sophie's ult works like this you can't place this ability in the air because it is not meant to. In the end, there's no good reason to lock the jump.


(Reload)
"Yeah it's annoying, but it's like get punished for being greedy and reloading when it's not safe. It's a mechanic that's on par with tactical shooters like

Tactical shooter? Pretty sure that all of the Tactical shooters and Hero shooters in 2025 allow this mechanic because it's just a common design. (Do I want to delay my reload to do a quick ability or do I let the reload complete?) This gives you more opportunities and doesn't affect tactical decisions.

- HEROES -
Vaan
(Charge Beam) I don't know what difficulty you are playing on, but when you go higher in difficulty using this ability is pretty much a death sentence, even at full range. Anyway, that's not the point, The ability doesn't match modern gameplay. You should at least be able to cancel it, giving us the choice to have better control over an ability doesn't change the fact that we can still get punished. If I choose to stop the ability early, I still have to wait for a full cooldown.

Harlow
(Wind Blast)
"You've gotta know to use it in advance"

That doesn't mean the ability has to be this rigid, allowing more control over an ability = more fun and less weird situations. Giving us the option to use it airborne makes the game more fluid.

(Treat Time)
"(and because it's fire collides with ceilings, which makes it garbo in certain places on certain maps PLEASE for the love of god devs make his projectile travel through the environment)."

That's just a cheap way to fix an issue, the devs need to take the time to code and implement it correctly.

"The main purpose is for him to cover a spot while you go off to take care of something else."

This is how you play Harlow, you see I like to use Henry close to my kill box since he does AoE damage, and can help secure more combo. But not the point, getting rooted when this ult is cast is unnecessary, the root makes the ability just weird to cast.

Mac
(Zoom) I still stand on my point, the zoom doesn't feel good compared to a lot of games. learning to land your shot is not hard, my issue is when you have to learn to deal with this weird aim feeling. I play a lot of shooters and this Zoom doesn't even get close to a fun one.

Kalos
(Primary Fire)
"I get it. But you don't need to jump attack on melees, their hurtbox is already VERY tall and flyers are just glorified ground units in this game"

This doesn't change that if you give the player a feature to attack in the air, the control should not be that clunky. You are basically saying: "We implemented this feature in the game, but we don't want you to correctly use it. Just find a way to play around". I don't agree with this, if you have a feature implemented in a game it should not be half-done.

"They already did, in a patch. he's in a good place now. Making it further will reduce his functionality as he gets magnetised to things he doesn't want to be attacking."

Increasing the range on the dash would make the game more dynamic. Again your argument is "Let's not do this because it going to be badly implemented". If the system is correctly done you should be able to always aim where you want to go, even if the range is increased.

The indicator is not about getting used to it, but to make it clear. Design of clarity to assist players that need it. No reason to not add an option like this.

(Slam Jump)
"Like I get it, it's annoying to accidentally combo into the wrong move if you forget to let go of LMB for a bit but like reloading not being cancelable by skills, it's just something you've gotta adapt to."

Again, it's the same point as the primary fire: "We implemented this feature in the game, but we don't want you to correctly use it. Just find a way to play around". This combo knocks you up, why I wouldn't use this opportunity to start attacking in the air? This just adds to the clunkiness of the controls.

As for the jump, like I said it's not bad but it's not great. I learned to deal with it sadly, since a big part of this game is to adapt to deal with its clunkiness. But the major point still stands, compared to other modern games the control on the jump could be way better and funnier.

Sophie
(Summon Bartholomew)
"I assume the placement is so you can reliably summon him in front of a dangerous unit you want him to draw aggro from"

That doesn't change anything. I would agree with this argument if she could aim where she wants to summon him. Right now the way it's done is she always summons Bartholomew right in front of her(The range doesn't change). Adding a confirmation to summon him is just unnecessary, in the end, they just add an extra step for no reason.
Heaphaistos 14 FEB a las 7:33 p. m. 
I found more issues:

Sophie
(Primary Fire + Shadow Form) There's a weird interaction where you can spam both abilities in intervals, doing so will make Sophie cancel the casting part of Shadow Form making her able to spam her first attack super fast. Maybe make this a one-way situation where you can cancel her primary fire to cast Shadow Form, but you can't cancel the casting part of Shadow Form to cast primary fire. I don't think Shadow Form is the type of ability you want to spam cancel anyway.
KellyR 14 FEB a las 8:25 p. m. 
It's always had Shadow Form be canceled if you hit primary attack. It's useful because sometimes you're trying to catch a specific orc in it and they're about to leave the cloud, so you hit attack to cancel it.
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Publicado el: 9 FEB a las 3:27 p. m.
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